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there's a bug where the player can still controll the ball after it's being dropped. if the ball has been dropped, the player can still tap the screen and the ball will stop until the finger is released, which is a bug. once the ball has been dropped, the player's input should be ignored, until the ball is reloaded
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move the visible hoop lower by 100 pixels
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the hoop has an alpha of 0, make it 100% again so i can see it
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make the hoop visible again
Code edit (4 edits merged)
Please save this source code
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reduce the ball's hitbox by 25%. only reduce the hitbox, the graphical asset needs to remain at the same size
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Please fix the bug: 'Uncaught TypeError: LK.Circle is not a constructor' in or related to this line: 'var ballGraphics = self.attachAsset('ball', {' Line Number: 28
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reduce the ball's hitbox by 25%. only reduce the hitbox, the graphical asset needs to remain at the same size
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reduce the ball's hitbox by 25%. only reduce the hitbox, the graphical asset needs to remain at the same size
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when a point is scored, wobble the visiblehoop for 500 miliseconds. ensure it remains attached to the panel
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when a point is scored, wobble the visiblehoop for 500 miliseconds. ensure it remains attached to the foreground container and most importantly it continues to remain attached to the panel
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Please fix the bug: 'ReferenceError: visibleHoop is not defined' in or related to this line: 'var originalHoopX = visibleHoop.x;' Line Number: 171
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when a point is scored, wobblt the visiblehoop for 500 miliseconds
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ensure the background is perfectly alligned to the center of the screen
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ensure the background is perfectly alligned to the screen
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instead of lowering the panel by 100 pixels, only lower it by 50
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wobble the vissiblehoop whenever the score increments. make sure the pivot point for the wobble is set at the top of the asset, so if the asset were to be a clock, the pivot would be at 12 o clock. the wobble rotates and left and right a few times, before stopping after a second
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fix it
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Objective: Animate only the visibleHoop element to celebrate scoring. The animation involves a wobble effect, rotating around its top center (12 o'clock position). Pivot Adjustment: Adjust the visibleHoop's pivot to its top center. Animation Steps: Rotate visibleHoop left by 20 degrees. Rotate visibleHoop right to 40 degrees, passing the original position. Rotate visibleHoop left to -20 degrees, passing the original position again. Return visibleHoop to its starting orientation. Perform this sequence 3 times. Duration: The entire animation for visibleHoop should last 1 second. Trigger: Initiate this animation for visibleHoop each time a score is made.
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Please fix the bug: 'TypeError: setInterval is not a function' in or related to this line: 'var wobbleInterval = setInterval(function () {' Line Number: 67
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Objective: Animate visibleHoop to celebrate scoring by rotating it around its top center point (12 o'clock position) in a "wobble" motion. Pivot Point: Set the pivot at the top center of visibleHoop. Animation: Rotate left (counter-clockwise) by 20 degrees. Rotate right (clockwise) to 40 degrees (passing the original position). Rotate left to -20 degrees (passing the original position again). Return to the original position. Repeat this sequence 3 times. Duration: Complete the animation within 1 second. Trigger: Start the animation each time the score increases.
Code edit (1 edits merged)
Please save this source code
/**** * Classes ****/ // BackgroundContainer class var BackgroundContainer = Container.expand(function () { var self = Container.call(this); var backgroundGraphics = self.attachAsset('background', { anchorX: 0.5, anchorY: 0.5, scaleX: 2048 / 1000, scaleY: 2732 / 1000 }); }); // Assets will be automatically created based on usage in the code. // Ball class var Ball = Container.expand(function () { var self = Container.call(this); var ballGraphics = self.attachAsset('ball', { anchorX: 0.5, anchorY: 0.5 }); self.speedY = 0; self.gravity = 1; self.bounce = -0.7; self.update = function () { if (!isStuck) { self.speedY += self.gravity; self.y += self.speedY; if (self.y > 2732 - self.height / 2) { self.speedY *= self.bounce; self.y = 2732 - self.height / 2; } self.rotation += 0.1; // Add rotation to the ball } else { self.x = cursorX; } }; }); // ForegroundContainer class var ForegroundContainer = Container.expand(function () { var self = Container.call(this); }); // Hoop class var Hoop = Container.expand(function () { var self = Container.call(this); var hoopGraphics = self.attachAsset('hoop', { anchorX: 0.5, anchorY: 0.5, alpha: 1 }); }); // MidgroundContainer class var MidgroundContainer = Container.expand(function () { var self = Container.call(this); }); // Panel class var Panel = Container.expand(function () { var self = Container.call(this); var panelGraphics = self.attachAsset('panel', { anchorX: 0.5, anchorY: 0.5 }); self.direction = 1; // 1 for moving right, -1 for moving left self.move = function () { self.x += panelSpeed * self.direction; if (self.x > 2048 - self.width / 2) { self.direction = -1; } else if (self.x < self.width / 2) { self.direction = 1; } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87CEEB // Light blue background to simulate sky }); /**** * Game Code ****/ game.on('up', function (obj) { isStuck = false; }); var ball; var hoop; var score = 0; var isStuck = true; var cursorX = 1024; // Initialize cursorX to the center of the screen var scoreTxt; var panel; var panelSpeed = 10; // Initialize panel's speed var backgroundContainer = game.addChild(new BackgroundContainer()); backgroundContainer.x = 1024; // Center horizontally backgroundContainer.y = 1366; // Center vertically var midgroundContainer = game.addChild(new MidgroundContainer()); var foregroundContainer = game.addChild(new ForegroundContainer()); function initGame() { ball = foregroundContainer.addChild(new Ball()); ball.x = 1024; // Center horizontally ball.y = 350; // Starting height panel = midgroundContainer.addChild(new Panel()); panel.x = 1024; // Center horizontally panel.y = 700; // Position from bottom hoop = panel.addChild(new Hoop()); hoop.x = 0; // Center horizontally hoop.y = 130; // Position from bottom var visibleHoop = foregroundContainer.attachAsset('visibleHoop', { anchorX: 0.5, anchorY: 0.5, x: panel.x, y: panel.y + hoop.height + 250 // Position 100 pixels below the hoop }); scoreTxt = panel.addChild(new Text2(score.toString(), { size: 170, fill: "#ffffff", stroke: "#000000", strokeThickness: 15 })); scoreTxt.anchor.set(0.5, 0); // Sets anchor to the center of the top edge of the text. scoreTxt.x = 0; // Position score text in the middle of the panel scoreTxt.y = -150; // Move score text higher game.on('move', function (obj) { var event = obj.event; var pos = event.getLocalPosition(game); cursorX = pos.x; }); game.on('down', function (obj) { if (isStuck) { var event = obj.event; var pos = event.getLocalPosition(game); ball.x = pos.x; } }); LK.on('tick', function () { if (isStuck) { ball.x = cursorX; } ball.update(); panel.move(); visibleHoop.x = panel.x; visibleHoop.y = panel.y + hoop.height + 290; checkScore(); if (ball.y >= 2732 - ball.height / 2 && !isStuck && !ball.scoring) { LK.showGameOver(); } }); } function checkScore() { if (ball.intersects(hoop) && !ball.scoring) { score += 1; scoreTxt.setText(score.toString()); ball.scoring = true; // Mark the ball as having scored ball.x = hoop.x + hoop.parent.x; // Move the ball's horizontal position to match the center of the hoop } // Handle ball reset if it has scored if (ball.y >= 2732 - ball.height / 2 && ball.scoring) { // Reset ball position for another drop ball.x = 1024; ball.y = 350; ball.speedY = 0; ball.rotation = 0; // Reset ball's rotation isStuck = true; ball.scoring = false; // Reset scoring status for the next drop var panelLowerLimit = 2400; // Define the lowest point the panel can move to if (panel.y < panelLowerLimit) { // Check if the panel is above the bottom of the screen panel.y += 50; // Move the panel 50 pixels lower } panelSpeed *= 1.05; // Increase the panel's speed by 20% } } initGame();
===================================================================
--- original.js
+++ change.js
@@ -127,12 +127,13 @@
var pos = event.getLocalPosition(game);
cursorX = pos.x;
});
game.on('down', function (obj) {
- var event = obj.event;
- var pos = event.getLocalPosition(game);
- ball.x = pos.x;
- isStuck = true;
+ if (isStuck) {
+ var event = obj.event;
+ var pos = event.getLocalPosition(game);
+ ball.x = pos.x;
+ }
});
LK.on('tick', function () {
if (isStuck) {
ball.x = cursorX;